Something's wrong with the time calculation, Game says I get 1e163 electricity per second but it appears to take 10 seconds for that. Same with energy and my energy/s always higher than my energy.
Seems like there's some bug with importing that increases reincarnation rewards way past what they should be. Might be due to importing a save that has just ascended into a game which is still in the previous ascension.
Too much clicking, especially stuff like the crane windmill which should improve automation somehow only works well when spam clicked... Also would just generally appreciate some sort of crane speed from resetting since as of now getting back to a decent tower level is almost entirely limited by crane speed (=> spamclicking the damn thing for minutes...)
And further on the topic of lightning: All the dungeon upgrades actually seem like downgrades on the druid at times. Turning lightning into a random curse makes the damage too delayed, it can hit an item which already has a stronger curse applied and well the enemy may just use the item. Then there's the one turning fire into poison which is just horrible against bosses with cure and again delaying the damage oftentimes means missing the kill by a turn and taking another hit.
And on the topic of druid: Lightning is all fun and games until you roll <20% four turns in a row and just die. Feels like she needs a consumable for 100% lightning damage.
We're adding some "Ionize" consumables and items to the game that set the Lightning to 100%. And some other effects to mitigate the randomness of it. Next version!
Reveal might be fun if it wasn't that more often than not it feels like you have no control over what's going on. As is both reveal and mechanics to disrupt enemy game play are far from sufficient when you're facing enemies that deal 50+ damage. E.g. facing the first boss right now as druid with no block items offered so far and all I have is a cycle 1 from his base deck which may or may not stop the boss from getting 4 reds. Either enemy damage needs to be scaled down again or disrupt mechanics need to be way more reliable.
Came back after a while and really enjoy some of the updates: Enchanting is fun, draw one on daggers is nice. I still really hate the way hard mode works though: Reveal is too much of a premium to realistically get and certain monsters dealing 50+ damage that absolutely have to be reacted to every time makes it impossible to play around when you don't see all cards. E.g. I was just facing a guy doing 58 on an ace with 2 hidden cards. There are very few items that reliably reveal 2 cards every turn.
Reveal is a fun mechanic and I think should be more core to the game, so we're increasing the spawn rate of reveal items. However, it probably won't make the game any easier. For now maybe play on medium? Everything is the same except the hidden cards.
Is there any way to get a command setup to trigger on self/ally conditions but attack an enemy target? E.g. I want mana > 50% and no momentum before I use charge but that causes the character to self harm.
Considering Wisdom cost scales by about a factor of 1000 (and that's only for the multipliers) some of the wisdom generating planets are just utterly pointless to farm. Also generally not a fan of mechanics that reward running an autoclicker all day, so the Power Power (Active) should not be a thing imo.
Feels a bit odd that two of the reincarnation challenges block reincarnation power (cost++/tax+) so end game pretty much consists of waiting for offerings to make any progress.
@LABoogie the thing with low win% at least for me is most of my losses are in act 1 oftentimes due to completely RNG early monsters hitting for like 40 with most classes lacking any reliable early block/stun to prevent those. Well and some later monsters hitting for 100+ so the only possible counter if they do attack is stun.
@FullMetalPotato same goes for temples too. Would kinda be neat since he already has a hard time getting perfect kills due to his other source of damage (poison) stealing kills.
@Nerex that was intentional to make spam clicking not mandatory.
Unfortunately click delay upgrades and the importance of clicking to get quick challenge times have turned this more and more into a game that must be played with an autoclicker.
Another gripe: Abandoning faith will instantly remove the faith bonus, rather than doing so after a confirmation (or well after buying the new faith). Besides, changing faith seems too much of a downside in general.
Tried one of the "activate twice" this run, items I generally ignore because the requirement seems insane and their effects aren't even that great. Now I'm sitting here with a witch's hat stating it needs 3 of a kind, but when I try to put 3 of a kind in it it doesn't light up. So not only are those items terrible they also seem bugged?
Thanks for reporting this - we'll fix it in the next version. For now, avoid the phoenix if all you have is fire